branchrust_reboot/main/WorkCartcancel
722 Commits over 395 Days - 0.08cph!
Allow train tunnel entrances to spawn next to desire trails as well as side roads (just not the main ring road)
Spawn up to 20 tunnel entrances
Fixed bug in PlaceMonumentsRoadside and PlaceMonuments scoring mechanism that would significantly break min / max distance modes
Added additional road type modes to PlaceMonumentsRoadside
Better tunnel entrance road nodes for slightly more distance to the road itself
Slightly better tunnel entrance splat map (still programmer art)
Better tunnel entrance terrain anchors
Better grid snapping for dungeon entrance
Fixed GenerateDungeon edge case where it would introduce an incorrect offset shortly before the end
Comment out the hazard code for now until I fix a next/prev track stack overflow bug
Adjust work car speeds again
Slow down the work cart top speed
Fix badly aligned Workcart cabin colliders
Work cart driver takes 50% reduced damage of all types
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Don't resize player collider when in the work cart seat, it doesn't need it. Remove a couple of no-longer-used glass window vars.
Remove work cart window glass entirely (Helk request)
Show work cart mount option only when looking at the door. A temp box now also "boards up" the window in the door, making the interaction less confusing.
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Increase hazard warning min dist so it doesn't trigger when shunting in reverse
Proximity alert improvements and fixes
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Shared spline data update
Reduce the amount of collision damage from train collisions, and increase the force required to derail
Add train_tunnel_double_switch_a_36m back in so I can use it for testing switched on the train tunnels map. Plus data index edit on 108m track
more NPC fixes in tunnels
dungeon navmesh generation
Added TerrainPath.DungeonRoot and TerrainPath.DungeonCells
Renamed TerrainPath.Dungeons to TerrainPath.DungeonEntrances
Tunnel entrances are now also under "Dungeon" hierarchy
Moved the door manipulator on one of the stairwells
Increased elevator speed per metre (1.5 -> 2.5)
In-train proximity warning system WIP.
Revert unintended craggy change
Added an electrical output to the static elevator that outputs power for 10 seconds when the lift arrives at that floor
Hooked up hidden door manipulators to each of the elevator doors that are triggered by the above
Fix collision track assignment
Replaced all of the elevator buttons
Merge from workcart/button (stomped button placement, will need to reapply)
Proximity warning work, move some code to SERVER only, TrainTrackSplines now keep track of trains on them so that upcoming hazards can be detected for the proximity warning.
modular grid review before LODs
fix for NPCs not roaming underground
Tunnel entrance now has DungeonInfo component
TerrainPath now keeps a list of DungeonInfo, which keeps a list of DungeonLink
Made the wip corridors and stairwells cull at 100 as a temporary measure until LODs are in
more art work - some polish
prepare prefab on elevator door
scene to prefab entrance
Entrance mesh sign
Adding elevator animated door
Nesting the new hinged door into stairwell prefabs
Changed a few doors and light prefab types for Damian
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Setting up for proximity alerts. Also have the main train script call the update on the audio script, to reduce Unity method calls.
Remove older (hopefully) unnecessary calls to Ignore Collision on parts of other compound colliders as well